KibblesTasty
You can spend psi points up to your per use limit to add the following modifiers to Mind Leech (you can add multiple modifiers). The points must be spent when choosing the target of the power. Rending (1+ psi points): The target takes an additional die of damage (1d6 or 1d12 as applicable if they are under the effect of a listed condition) per psi point spent on a failed save. Shredding (1 psi point): You leave the target’s mind and soul shredded, reducing their next saving throw before the end of your next turn by 1d4 . Nourishing (1 psi point): On a failed saving throw, you gain an additional psionic charge. Devouring (2 psi points): The range of Mind Leech becomes a radius of 5 feet, centered on you. Stunning (3 psi points): On a failed saving throw, the target becomes stunned until the start of your next turn. If the power affects multiple targets, select one target for this effect. Thieving (1 psi point): On a failed saving throw, you can draw a 5th level or lower spell the target can cast from its mind (from a Spellcasting or Psionics feature). You must be aware that it can cast that spell; the target retains the ability to cast the spell, but you gain the ability to cast the spell using your Psionics feature by spending psi points equal to the level of the spell (restricted by your psi point limit; you cannot use Psionic Mastery to cast this spell). You can know one spell in this manner at a time, and retain the ability to cast the spell for 1 minute or until cast. If the spell is one that restores hit points, you reduce your own hit points by the amount healed by the spell.Mind Leech
Psionic power Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous You assault the mind of a target you can see within range, rending and devouring its psionic energy. The target must succeed a Charisma saving throw or take 1d6 psychic damage. If the target is frightened, charmed, stunned, restrained, grappled, or paralyzed, the psychic damage becomes 1d12 instead. On a failed save, you gain a psionic charge of consumed power until the end of your next turn. You can expend this charge when you deal damage, to deal additional damage equal to your Intelligence modifier, or consume this charge at the end of your turn to gain temporary hit points equal to your Intelligence modifier. You can spend only one charge at a time. You can target the corpse of a recently perished creature with this power, as long as the target has died within the last minute and not been previously leached by this power.
Point Cost | Alternate Effects |
---|---|
1 |
inflict wounds |
2 |
psychic drain |
3 |
vampiric touch |
4 |
blight |
5 |
devouring darkness |
You can spend psi points up to your per use limit to add the following modifiers to Enhancing Surge (you can add multiple modifiers). The points must be spent when choosing the target of the power. Savage (1+ psi points): The target's next weapon attack deals 1d6 additional damage for each point spent. Fortifying (1+ psi points): The target gains an additional 1d6 temporary hit points for each point spent. Swift (2 psi points): The target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Resilient (3 psi points): The target gains resistance to all damage until the start of your next turn.Enhancing Surge
Psionic power Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 round You empower the body of a target creature you can see with your psionics. The target gains 1d6 temporary hit points and the next time the target deals damage, it deals 1d6 additional damage to one target of that damage roll. Any remaining temporary hit points from this power fade when you use it again.
Point Cost | Alternate Effects |
---|---|
1 |
heroism, longstrider, unlocked potential |
2 |
alter self, enlarge/reduce, lesser restoration |
3 |
haste, protection from energy |
4 |
freedom of movement, stoneskin |
5 |
greater restoration |
You can spend psi points up to your per use limit to add the following prefixes to Denial modifying it's functionality (you can add multiple prefixes). The points must be spent when choosing the target of the power. Aura of (3 psi points): Instead of targeting a creature, it becomes an effect around you with a radius of 20 feet until the start of your next turn; any creature of your choice that enters or starts its turn in the area of effect must make a saving throw against the power. Existential (1+ psi points): You can deal an additional 1d4 initial and bonus (if applicable) force damage to the target creature on a failed save. Firm (2 psi points): The target creature has disadvantage on the saving throw against this ability. Lingering (1+ psi points): You can apply the effect of Disruptive Touch to an affected creature. Supernatural (1+ psi points): A supernatural effect of or on the creature is ended; if the effect is a magical or psionic power, it is only ended if the psi points spent on this modifier equals or exceeds the spell level or psi points spent on the effect. If the property is an innate property of a creature (either of the target creature, or effecting the target of this power), it is only ended if the psi points exceed the CR (or class levels) of the target creature, and they return at the end of that creature’s next turn. The supernatural effect cannot be its existence, unless it has less than 10 hit points and it would otherwise qualify.Denial
Psionic power Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous You release a burst of raw psionic nullification at a creature you can see within range. The creature must make a Charisma saving throw. On failure, it takes 1d4 force damage as its existence is disrupted. If the target is a aberration, celestial, construct, elemental, fey, fiend, undead, or a creature with the ability to cast spells or use psionic powers it takes an additional 1d4 force damage, and becomes disoriented; until the end of its next turn, it rolls a d4 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. A creature can choose to fail the saving throw.
Point Cost | Alternate Effects |
---|---|
1 | protection from evil and good |
2 | nullify effect |
3 | counterspell, dispel magic, remove curse |
4 | banishment |
5 | dispel evil and good |
You can spend psi points up to your per use limit to add the following modifiers to Seeing (you can add multiple modifiers). Withheld (0 psi point): Rather than granting advantage or disadvantage on the next attack, you can grant advantage or disavantage as a reaction to an attack being made until the start of your next turn. Piercing (1+ psi points): You see through the target's defenses when granting advantage, increasing the damage of the attack benefiting from advantage by 1d8 per psi point spent if it hits. Omniscient (1 psi points): The beneficiary of your Seeing is under the effect of bless and guidance until the start of your next turn. Thwarting (2 psi point): The beneficiary of your Seeing has advantage on the next saving throw they make before the start of your next turn. Positioning (1+ psi points): The beneficiary of your Seeing can immediately move 5 feet per psi point spent (up to their speed) without provoking opportunity attacks.Seeing
Psionic power Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous You concentrate and peer into the stream of future possibilities, gaining insight into what will happen next; you can select one of the following:
- You can grant advantage to yourself or to a creature that can see or hear you on their next attack roll made before the start of your next turn; if an attack that gained advantage from this feature hits, it deals an additional 1d6 damage.
- You can grant disadvantage on the next attack roll against yourself or a creature that can see or hear you before the start of your next turn; if that attack hits despite the disadvantage, the damaged creature rolls 1d6 and subtracts that from the damage dealt.
Point Cost | Alternate Effects |
---|---|
1 | detect evil and good, insight |
2 | augury, glimpse the future |
3 | clairvoyance |
4 | death ward, divination |
5 | scrying |
You can spend psi points up to your per use limit to add the following modifiers to Astral Construct (you can add multiple modifiers). The points must be spent when choosing the target of the power. Strike (2 psi points): The construct makes an attack (even if it has already attacked). Relocate (1 psi point): The construct disappears and reappears anywhere within 60 feet of you. Solidify (1 psi point): Your construct becomes solid, blocking its space until the start of your next turn. You can only use this command if it is in an unoccupied space. It has an armor class of 16 and hit points equal to your Intelligence modifier + your psion level. The construct becomes ethereal again if it drops to zero hit points. Grab (1 psi point): Can only be used while your construct is Solidified. A target creature within 5 feet of your construct that is no more than one size larger than the construct must make a Strength saving throw or become restrained by the construct. At the end of each of the restrained creature’s turns it can repeat the saving throw. The condition ends of the construct becomes ethereal again, or becomes more than one size smaller than the target. Grow (1 psi point): Your construct increases by one size, and its number of damage dice increases by one. It returns to its normal size at the start of your next turn. It can only gain one additional die (for example, up to 2d8). Replicate (3 psi points): You use Relocate, but the original does not disappear. Until the end of your turn, you have another construct and control both with the same action (commands only affect one of your choice). Pick one construct to fade at the start of your next turn or use Sustain. Sustain (1+ psi points): At the start of your turn, you can sustain the effect of a Solidify, Grow or Replicate command for an additional round. An effect that has been replicated can be sustained across all replicated constructs with a single use, but each effect can only be sustained once per turn (for example, you can never sustain more than one replicated construct). This costs 1 psi point for each effect sustained. Sustaining solidify refreshes the construct's hit points to its maximum.Astral Construct
Psionic power Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute You project an ethereal creation from your mind at a space you can see within range taking the shape of a medium or smaller creature, weapon, or other object. This creation is clearly ethereal in nature. When you create it, and on subsequent turns using your action to mentally control it, you can move it up to 30 feet in any direction and attack; so long as it does not move beyond the range of the power. To attack with it, make a melee spell attack. On a hit, the target takes 1d8 force damage. If the Astral Construct moves out of range of the spell, it fades away into nothing, ending the spell. While the Astral Construct is active, you can spend psi points up to your per use limit to issue commands that affect and empower your construct. Commands require no action, but you cannot exceed your psi point limit in total commands issued, and each command can only be issued once per turn.
Point Cost | Alternate Effects |
---|---|
1 | floating disk, unseen servant |
2 | mirror image |
3 | phantom steed |
4 | arcane eye |
5 | creation |
You can spend psi points up to your per use limit to add the following modifiers to (you can add multiple modifiers). The points must be spent when choosing the target of the power. Amplified (1+ psi points): The target takes an additional 1d8 cold, fire, force or lightning damage on a hit. Lasting (1 psi point): Your Elemental Blast leaves a 5 foot radius sphere of devastation behind where it strikes until the start of your next turn. Creatures that enter this zone for the first time or end their turn in it must make a Constitution saving throw or suffer the secondary effects (slow, burn, arc) of the blast as if they had been hit by it. Massive (1-3 psi points): You unleash a massive blast; rather than making an attack roll, all creatures within a 15 foot cone must make a Dexterity Saving throw. On failure, they take the effect as if hit by the Elemental Blast. The size of the cone is doubled for each point up to 3 spent (2 points for 30 feet, 3 points for 60 feet). Overcharged (0 psi points): You take 1d4 force damage and do not add your Proficiency modifier from the attack or Spell Save DC for your Elemental Blast, but increase the damage it deals by twice your proficiency bonus.Elemental Blast
Psionic power Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 round You can use your mind to create a burst of elemental power, blasting a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold, fire, force or lightning damage. For each die of cold damage dealt, the creature's movement speed is reduced by 5 feet until the end of their next turn, for each die of fire damage dealt by the original attack, the creature takes 1d4 fire damage at the start of its next turn, and for each die of lightning damage dealt, an arc of lightning strikes another creature of your choice within 20 feet, (multiple arcs may strike the same creature) dealing 1d4 lightning damage (damage from these effects do not add additional bonuses, such as Empowered Psionics).
Point Cost | Alternate Effects |
---|---|
1 | burning hands, lightning lure |
2 | flaming sphere, scorching ray |
3 | aether lance. fireball |
4 | jumping jolt, wall of flame |
5 | aether storm, cone of cold |
Point Cost | Alternate Effects |
---|---|
1 | arctic breath, entomb |
2 | cold snap |
3 | flash freeze, sleet storm |
4 | ice storm, ice spike |
5 | cone of cold |
Point Cost | Alternate Effects |
---|---|
1 | lightning tendril, thunder punch |
2 | crackle, lightning charged |
3 | electrocute, lightning bolt |
4 | jumping jolt, storm sphere |
5 | sky burst |
Point Cost | Alternate Effects |
---|---|
1 | burning hands, hellish rebuke |
2 | flaming sphere, scorching ray |
3 | fireball, fire cyclone |
4 | fire shield, wall of fire |
5 | flamestrike, immolation |
Element | Effect |
---|---|
Cold | You can add 1d4 to Wisdom saving throws. |
Fire | You can add 1d4 to Constitution saving throws. |
Lightning | You can add 1d4 to Dexterity saving throws. |
You can spend psi points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power. Hammering (1+ psi points): The target takes 1d10 bludgeoning damage for each point spent if it fails its saving throw. Hurling (1-3 psi points): The target is shoved 10 feet in a direction of your choosing for each point spent if it fails its saving throw. Crushing (2 psi points): The target is restrained until the end of its next turn if it fails its saving throw. Zone of (1-3 psi points): You can target all creatures in a 5 foot radius of a point within range. The radius doubles for each point spent (5 ft., 10 ft., 20 ft.).Telekinetic Force
Psionic power Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous You smash a target creature or object you can see with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage, and either be shoved 5 feet in a direction of your choosing or be knocked prone.
Points Cost | Alternate Effects |
---|---|
1 | jump, launch object, thunderwave |
2 | fling, levitate, shatter |
3 | fly, vortex blast |
4 | orbital stones, resilient sphere |
5 | telekinesis, wall of force, shockwave |
You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power. Rending (1+ psi points): The target takes 1d8 psychic damage for each additional point spent on a failed save. Terrifying (1 psi point): The target is frightened of you until the end of your next turn if it fails its saving throw. Meddling (2 psi points): You make one creature invisible to the target creature or cause the creature to see something that is not there with the effect of (i)minor illusion until the start of your next turn if it fails its saving throw. Overwhelming (3 psi points): The target is stunned until the end of its next turn if it fails its saving throwTelepathic Intrusion
Psionic power Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.
Point Cost | Akterbate Effects |
---|---|
1 | ccompelled query, command, frighten |
2 | detect thoughts, suggestion |
3 | delve mind, fear |
4 | dominate beast, compulsion, confusion |
5 | dominate person, modify memory, telepathic bond |
You can spend psi points up to your per use limit to add the following modifiers to Phase Rift (you can add multiple modifiers). The points must be spent when choosing the target of the power. Disruptive (1+ psi points): Each target that fails their saving throw takes an additional 1d8 force damage for each point spent. Blurring (1-3 psi point): You gain an illusory duplicate, as per the mirror image spell. You gain 1 duplicate per psi point spent (up to a maximum of 3). One remaining image fades at the start of each of your turns. Long (1-3 psi points): You can travel an additional 10 feet for each point spent. Echoing (2 psi points): You immediately use Phase Rift again with the same action. Ethereal (2 psi points): You can pass through solid objects, buildings, and terrain as long as you end your Phase Rift in a space you can occupy. If your Phase Rift would end inside a space you cannot occupy, the power failsPhase Rift
Psionic power Casting Time: 1 action
Range: Self
Components: S
Duration: 1 round You step through space traveling up to 10 feet in a straight line leaving a spatial tear behind. You can pass through creatures but cannot pass through objects, buildings or terrain more than 4 inches thick. Any creature in the path of this tear must make a Dexterity saving throw or take 1d8 force damage.
Point Cost | Alternate Effects |
---|---|
1 | expeditious retreat, flicker |
2 | misty step, blur, pass without a trace |
3 | blink, nondetection, turbulent warp |
4 | banish, dimension cutter, dimension door |
5 | flickering strikes, spatial manipulation |
Level | Proficiency Bonus | Features | Psi Points | Psi Limits | Psionic Talents |
---|---|---|---|---|---|
1st | +2 | Psionic Archetype, Psionics | 1 | 1 | - |
2nd | +2 | Psionic Talents | 2 | 1 | 2 |
3rd | +2 | Secondary Discipline, Psionic Archetype feature | 3 | 2 | 2 |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 |
5th | +3 | Psionic Master | 5 | 3 | 3 |
6th | +3 | Psionic Archetype feature | 6 | 3 | 3 |
7th | +3 | -- | 7 | 4 | 4 |
8th | +3 | Ability Score Improvement | 8 | 4 | 4 |
9th | +4 | -- | 9 | 5 | 5 |
10th | +4 | Psionic Archetype feature | 10 | 5 | 5 |
11th | +4 | Innate Psionic Ability (6th level) | 11 | 6 | 5 |
12th | +4 | Ability Score Improvement | 12 | 6 | 6 |
13th | +5 | Innate Psionic Ability (7th level) | 13 | 7 | 6 |
14th | +5 | Psionic Archetype feature | 14 | 7 | 6 |
15th | +5 | Innate Psionic Ability (8th level) | 15 | 8 | 7 |
16th | +5 | Ability Score Improvement | 16 | 7 | 7 |
17th | +6 | Innate Psionic Ability (9th level) | 17 | 9 | 7 |
18th | +6 | Third Discipline | 18 | 9 | 8 |
19th | +6 | Ability Score Improvement | 19 | 10 | 8 |
20th | +6 | Ascension | 20 | 10 | 8 |